Items Vault 1.6.0

Forbidden Cults 1.6.7

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Better Item Description 1.6.6

This addon makes items description easier to read and determine on a glance it's usefulness
- sorts all stats by category - DPS/DEF/MISC
- item's passive power always the same blue color (not a random blue-yellow-pink-green)
- item's usable power - always yellow
- all rarity categories are displayed
- encumbrance value moved to the right under item name
- "on hit" powers always green
- "Stats" have an ornage highlight and placed before others because it's most important one
- Removed many extra-explain details, which any veteran player would not want to read each time
for example, stat "S.pwr/crit" shorten from "Spellpower on spell critical (stacks up to 3 times)"
means you do remember that it can stack only 3 times, and is not so super important anyway
- DLC supported - Orcs/Ashes
- few bug-fixes along the way

Most important thing to remember
- Requirements only shown for those you don't meet. If you want to see all reqs - hold CTRL
- "Phasing" stat means - "Damage Shield penetration", the name was taken from the source and looks good to me, and short enough
- The "-" minus sign at the end of stat mean immunity or reduction of some sort, for example "Blind-" = "Blindness immunity",
- "Max.summ" = Max wilder summons
- "Summ.HP.reg" = Life regen bonus (wilder-summons)
- "Def/telep" = Defense after a teleport
- "Res/telep" = Resist all after a teleport
- "Dur/telep" = New effects duration reduction after a teleport

Alchemist Notifications 1.3.0

Embers of Rage 1.6.7

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the four new tinker classes: Gunslingers, Sawbutchers, Psyshots and Annihilators! Plus a class evolution: Technomancers! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Ashes of Urh'Rok 1.6.7

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

EquipDoll - Clean Item Names 1.6.0

Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit
Because 'Ichorqueen' tells me much more than 'steel,hate,psyport,super.c,telekinetic', and looks definetly better :)

Select First Escort 1.5.0

Creates a setting under Game Options/Gameplay for selecting the
first escort that will spawn.

This is intended to allow players to make characters that rely on a certain
escort reward without having to reroll repeatedly or savescum to get what they
need, but not gain the advantage of selecting ALL the escorts to get the best
possible reward every time. With this addon, only the first escort to spawn
will be of the selected type; all others will be randomly selected.

An advantage of this over addons that allow selecting the escort type when it
spawns is that it is less likely to cause bugs. This addon does not create a
new in-game menu, but rather handles selection through the settings menu.
Escorts are generated using the standard quest code.

Improved player targetting 1.2.0

Player's targetting improvements.
- The initial target for the talents of beam, ball and cone types is chosen to cover as many enemies as possible.
- Visible enemies are marked with colored numbers.
- Red color for NPCs that should be able to attack you if you make an action, green for those that will not, orange for those that will not only able to attack if you move (both participants speed, energy and availability of ranged talents are considered).
- The numbers represent the mobs' relative 'power', they can be used in target selection mode.

Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0

This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed.

In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled.

Turn Separators v2 1.6.0

Description
This is my improved version of Turn Separators mod. writed by David Forrester (aka codefly). It's still add separators -> "--------"
"Have you ever noticed that the newlines in ToME's battle log don't always correspond to where you took your turn? This addon places "--------" turn separator lines at the exact points you made a move so that you can easily tell what has taken place since your last move, and what text corresponds to the turn before that"

I just fixed OoDChecker. This was good idea with update mod in a time, but ...

Original Turn Separators mod by Codefly

Installation:
For Steam users: subscribe to this mod
From site: Download the '%mod_name%.teaa' file and copy them to Game Addon directory: C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
Check (or set) Auto: Active status on this mod in 'Addons' tab on start screen

Remove:
For Steam users: If you would like to remove this mod, you'll have to unsubscribe it's first from Steam and then delete the file named '%mod_name%.teaa' from C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
From site: Delete the file named '%mod_name%.teaa' from C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons

or make it easy in game:
On start screen: Open 'Addons' tab and select "Manual:Disabled" in %mod_name%
That's all.

Killed by Let's tank at level 21 on the 68th Dusk 122nd year of Ascendancy at 00:55
Killed by blade horror at level 28 on the 13rd Haze 122nd year of Ascendancy at 19:20
Killed by Lisulrada the snow giant thunderer at level 31 on the 37th Haze 122nd year of Ascendancy at 12:35
Killed by The One That Writes at level 45 on the 73rd Regrowth 123rd year of Ascendancy at 05:25
Killed by The One That Writes at level 45 on the 73rd Regrowth 123rd year of Ascendancy at 07:46
Killed by The One That Writes at level 45 on the 73rd Regrowth 123rd year of Ascendancy at 10:03
Killed by Combat Trainer Poluth at level 50 on the 68th Dusk 123rd year of Ascendancy at 16:02

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect.
You use the dissipated energy to create a shield lasting 3 turns and blocking 159 damage per debuff cleansed (not counting cross-tier ones).
If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.
Its effects scale with your Cunning stat.

Rune: Shatter Afflictions

Runes

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect.
You use the dissipated energy to create a shield lasting 3 turns and blocking 185 damage per debuff cleansed (not counting cross-tier ones).
If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.
Its effects scale with your Magic stat.

Class Talents

Demented / Tentacles

1.00

Effective talent level: 5.0Use mode: PassiveIs: a spellDescription: Your left hand mutates into a disgusting mass of tentacles.
When you have your offhand empty you automatically hit your target and those on the side whenever you hit with a basic attack.
Also increases Physical Power by 30, and increases weapon damage by 67% for your tentacles attacks.
Each time you make an attack with your tentacle you gain 10 insanity.
You generate a low power psionic field around you when around 'civilized people' that prevents them from seeing you for the horror you are.

If the mainhand attack hits at least one enemy you gain 15 insanity.
If the tentacle attack hits at least one enemy you gain 5 insanity.

When constricting: Your tentacle attack is centered around your constricted target (but not your weapon attack) and only in radius 1 but it also dazes anything hit for 5 turns.

Lash Out

0/5

Effective talent level: 0.0Use mode: ActivatedRange: 7Cooldown: 18Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You plant your tentacle hand in the ground where it splits up and extends to a target zone of radius 3.
The zone will erupt with many black tendrils to hit all foes caught inside dealing 180% tentacle damage.
Any creature hit by the tentacle must save against spell or be numbed by the attack, reducing its damage by 12% for 5 turns.

If at least one enemy is hit you gain 20 insanity.

When constricting:The tendrils pummel your constricted target for 270% tentacle damage and if adjacent you make an additional mainhand weapon attack. Talent cooldown reduced to 10.

Tendrils Eruption

0/5

Effective talent level: 0.0Use mode: SustainedInsanity cost: 10Drains insanity: 3Range: 10Cooldown: 7Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You extend your tentacle to grab a distant target, pulling it to you.
As long as Constrict stays active the target is bound by your tentacle, it can try to move away but each turn you pull it back in 1 tile.
While constricting you cannot use your tentacle to enhance your normal attacks but you deal 100% tentacle damage each turn to your target.
Enemies can resist the attempt to pull them but Constrict will always work for purposes of modifying your talents.
Your other tentacle talents may act differently when used while constricting (check their descriptions).

Constrict

0/5

Psionic / Solipsism

1.00

Effective talent level: 5.0Use mode: PassiveIs: a mind powerDescription: You believe that your mind is the center of everything. Permanently increases the amount of psi you gain per level by 5 and reduces your life rating (affects life at level up) by 50% (one time only adjustment).
You also have learned to overcome damage with your mind alone, and convert 50% of all damage you receive into Psi damage and 50% of your healing and life regen now recovers Psi instead of life.
Converted Psi damage you take will be further reduced by 45.0% (38.9% from character level with the remainder further reduced by 10.0% from talent level).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
The first talent point also increases your solipsism threshold by 20% (currently 40%), reducing your global speed by 1% for each percentage your current Psi falls below this threshold.

Solipsism

5/5

Effective talent level: 1.0Use mode: PassiveIs: a mind powerDescription: You now substitute 20% of your Mental Save for 20% of your Physical and Spell Saves throws (so at 100%, you would effectively use mental save for all saving throw rolls).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
Learning this talent also increases your solipsism threshold by 10% (currently 40%).

Balance

1/5

Effective talent level: 5.0Use mode: PassiveIs: a mind powerDescription: For every percent that your Psi pool exceeds 65%, you gain 1% global speed (up to a maximum of +35%).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25 and will increase your solipsism threshold by 10% (currently 40%).

Clarity

5/5

Effective talent level: 0.0Use mode: PassiveIs: a mind powerDescription: Each time you take damage, you roll 6% of your mental save against it. A successful saving throw can crit and will reduce the damage by at least 50%.
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
The first talent point also increases your solipsism threshold by 10% (currently 40%).

Effective talent level: 1.0Use mode: ActivatedStamina cost: 12Range: 5Cooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (80% of a turn)Description: Attack your foes in a frontal arc with a spinning backhand, doing 189% damage. If you're not adjacent to the target, you'll step forward as you spin, gaining up to 43% bonus damage, which increases the farther you move.
This attack will remove any grapples you're maintaining, and earn one combo point (or one combo point per attack that connects, if the talent level is 4 or greater).

Effective talent level: 4.0Use mode: ActivatedStamina cost: 15Range: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Weapon (80% of a turn)Description: Lashes out at the target with three quick punches that each deal 150% damage.
Earns one combo point. If your talent level is 4 or greater, this instead earns one combo point per blow that connects.

Flurry of Fists

4/5

Technique / Magical combat

1.00

Effective talent level: 5.0Use mode: SustainedSustain stamina cost: 20Range: melee/personalCooldown: 5Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Allows you to use melee weapons to focus your spells, granting a 73% chance per melee attack to cast an offensive spell as a free action on the target.
Delivering the spell this way will not trigger a spell cooldown.
You may select an allowed spell to trigger this way, or choose to have one randomly selected for each attack.
While dual wielding or using a shield the chance is halved.
The chance increases with your Cunning.

Effective talent level: 3.0Use mode: PassiveIs: a spellDescription: Raw magical damage channels through the caster's weapon, increasing raw Physical Power by 48% of your Magic (current bonus: 54).
Each time you crit with a melee blow, you will unleash a radius 1 ball of arcane damage, doing 132.14.
The bonus scales with your Spellpower and talent level.
If you are using a shield this will only occur 50% of the time.
If you are dual wielding this will only occur 50% of the time.
At level 5 the ball becomes radius 2.

Arcane Destruction

3/5

Corruption / Rot

1.00

Effective talent level: 4.0Use mode: SustainedSustain vim cost: 30Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Your body has become a mass of living corruption, increasing your blight and acid resistance by 24% and blight affinity by 19%.
On taking damage greater than 15% of your maximum health, the damage will be reduced by 20% and a carrion worm mass will burst forth onto a nearby tile, attacking your foes for 5 turns.
You can never have more than 5 worms active from any source at a time.
When a carrion worm dies it will explode into a radius 2 pool of blight for 5 turns, dealing 82.62 blight damage each turn and healing you for 33% of that amount.

Infestation

4/5

Effective talent level: 1.0Use mode: ActivatedVim cost: 8Range: 7Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You disperse into a mass of carrion worms, reforming near the target location (6 teleport accuracy).
If used on a worm mass, you merge with it, moving to it's location, healing you for 199, restoring 13 vim, and destroying the mass.

Worm Walk

1/5

Effective talent level: 4.0Use mode: PassiveCooldown: 5Is: a spellDescription: You have a 39% chance on dealing blight damage to cause the target to rot away, silencing, disarming, blinding or pinning them for 4 turns. This effect has a cooldown.
At talent level 4, this affects targets in a radius 1 ball.
Your worms also have a 20% chance to blind, silence, disarm or pin with their melee attacks, lasting 2 turns.
The chance to apply this effect will increase with your Spellpower.

Pestilent Blight

4/5

Effective talent level: 1.0Use mode: ActivatedVim cost: 10Range: 6Cooldown: 8Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 13.11 acid and 17.44 blight damage.
If not cleared after five turns it will inflict 99.05 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
Even if this disease is removed early, there is still a 20% chance for the larvae to hatch.
You can never have more than 5 worms active from any source at a time.
The damage dealt will increase with your Spellpower.

Worm Rot

1/5

Technique / Unarmed discipline

1.00

Effective talent level: 5.0Use mode: ActivatedStamina cost: 40Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Weapon (80% of a turn)Description: Unleash a flurry of disruptive kicks at your target's vulnerable areas. For each combo point you attack for 67% weapon damage and deactivate one physical sustain.
At talent level 3 Magical sustains will also be effected.
At talent level 5 Mental sustains will also be effected.
Using this talent removes your combo points.

Combination Kick

5/5

Effective talent level: 2.0Use mode: PassiveDescription: When gaining a combo point, you have a 44% chance to gain an extra combo point. Additionally, every time you earn a combo point, you will regain 2.36 stamina, or 4.73 stamina if you would exceed 5 combo points.

Effective talent level: 1.0Use mode: ActivatedStamina cost: 40Range: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Weapon (80% of a turn)Description: Using your deep knowledge of anatomy, you strike a target in a vital pressure point for 77% weapon damage, bypassing their defense and evasion.
This strike inflicts terrible wounds inside the target's body, causing them to take physical damage equal to 100% of any damage dealt during the attack each turn for 4 turns, increasing by 15% each turn (so after 4 turns, they would have taken a total of 433% damage).
If the target dies while under or from this effect their body will explode in a radius 1 shower of bone and gore, inflicting physical damage equal to the current tick to all enemies and granting you 4 combo points.

Touch of Death

1/5

Spell / Stone

1.00

Effective talent level: 5.0Use mode: ActivatedMana cost: 10Range: 10Cooldown: 6Travel Speed: 2000% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures 3 missile-shaped rocks that you target individually at any target or targets in range. Each missile deals 114.86 physical damage, and an additional 19.14 bleeding damage every turn for 5 turns.
At talent level 5, you can conjure one additional missile.
The damage will increase with your Spellpower.

Earthen Missiles

5/5

Effective talent level: 1.0Use mode: SustainedSustain mana cost: 70Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: You root yourself into the earth, and transform your flesh into stone. While this spell is sustained, you may not move, and any forced movement will end the effect.
Your stone form and your affinity with the earth while the spell is active has the following effects:
* Reduces the cooldown of Earthen Missiles, Pulverizing Auger, Earthquake, and Mudslide by 17%.
* Grants 36% Fire Resistance, 22% Lightning Resistance, 9% Acid Resistance, and 10% Stun Resistance.
Resistances scale with your Spellpower.

Body of Stone

1/5

Effective talent level: 1.0Use mode: ActivatedMana cost: 50Range: 10Cooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Causes a violent earthquake that deals 42.87 physical damage in a radius of 2 each turn for 4 turns, and potentially stuns any and all creatures it affects.
The damage will increase with your Spellpower.

Effective talent level: 0.0Use mode: PassiveDescription: When you're targeted by a projectile, your global speed is increased by 0% for 1 turn. Taking any action other than movement will break the effect.

Effective talent level: 5.0Use mode: PassiveIs: a spellDescription: Inflicting pain and death invigorates you.
Each time you deal a critical strike you gain 50 life (this effect can only happen once per turn).
Each time you kill a creature you gain 50 life (this effect can only happen once per turn).

Effective talent level: 1.0Use mode: ActivatedVim cost: 16Range: 8Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You manipulate the vim of enemies in radius 4 to temporarily invert all healing done to them (but not natural regeneration).
For 5 turns all healing will instead damage them for 36% of the healing done as blight.
The effect will increase with your Spellpower.

Healing Inversion

1/5

Effective talent level: 1.0Use mode: ActivatedVim cost: 18Range: 4Cooldown: 15Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You transfer up to 2 physical or magical detrimental effects currently affecting you to a nearby creature at a cost of 18 vim per effect.
Specific effect immunities will not prevent the transfer.
The chance to transfer each effect increases with your Spellpower.

Vile Transplant

1/5

Undead / Ghoul

1.10

Effective talent level: 1.1Use mode: PassiveDescription: Improves your ghoulish body, increasing Strength and Constitution by 3.
Your body also becomes incredibly resilient to damage; you can never take a blow that deals more than 50% of your maximum life.

Effective talent level: 1.1Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Standard (80% of a turn)Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else.
Lasts 10 turns and deals 29 blight damage or heals 31 life.
Creatures standing in the retch also have 6% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect.
When you stand in your own retch your racial -20% global speed is cancelled.

Effective talent level: 1.0Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

1/5

Effective talent level: 5.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 48 Defense, 34% Armour hardiness, and 18% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 24 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using swords, axes or maces.

Weapons Mastery

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using daggers.

Dagger Mastery

0/5

Corruption / Hexes

1.00

Effective talent level: 0.0Use mode: ActivatedVim cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hexes your target, dazing it and everything in a 2 radius ball around it for 3 turns and giving a 6% chance to daze affected targets again each turn for 20 turns.
The chance will increase with your Spellpower.

Pacification Hex

0/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hexes your target and everything within a radius 2 ball around it for 20 turns. Each time an affected target uses a resource (stamina, mana, vim, ...), it takes 10.37 fire damage.
In addition, the cooldown of any talent used while so hexed is increased by 0% + 1 turn.
The damage will increase with your Spellpower.

Burning Hex

0/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hexes your target and everything within a radius 2 ball around it. Each time they do damage, they take 2% of the same damage for 20 turns.
The damage will increase with your Spellpower.

Empathic Hex

0/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hexes your target, forcing it to be your thrall for 0 turns.
If you damage the target, it will be freed from the hex.

Domination Hex

0/5

Psionic / Feedback

1.00

Effective talent level: 1.0Use mode: PassiveIs: a mind powerDescription: Your Feedback decay now heals you for 0.8 times the loss, and the decay rate is reduced to 90% of the normal rate (up to 9.0% per turn). As a result, you are healed for 7.13% of your feedback pool each turn.
The healing effect improves with your Willpower.

Biofeedback

1/5

Effective talent level: 2.0Use mode: ActivatedFeedback cost: 25Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a mind powerDescription: Activate to create a resonance field that will absorb 50% of all damage you take (295 max absorption). The field will not interfere with Feedback gain.
The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns.

Effective talent level: 3.0Use mode: ActivatedPsi cost: 15Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Realign and readjust your body with the power of your mind, curing up to 2 detrimental physical effects and healing you for 248 life.
The life healed increases with your Mindpower.

Realign

3/5

Effective talent level: 1.0Use mode: PassiveIs: a mind powerDescription: Manipulate forces on the molecular level to realign, rebalance, and synergize equipment you wear to your form and function.
The accuracy and damage of any weapon will act as if it were 9 higher. (Mindstars cannot be manipulated in this way because they are already in an ideal natural state.)
Your total armour will increase by 7 and your fatigue will decrease by 3 for each body armour and shield worn.
The effects increase with your Mindpower.

Form and Function

1/5

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 50Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Matter is energy, as any good Mindslayer knows. Unfortunately, the various bonds and particles involved are just too numerous and complex to make the conversion feasible in most cases. The ordered, crystalline structure of a gem, however, make it possible to transform a small percentage of its matter into usable energy.
This talent consumes one gem and grants 16 psi per turn for between 5 and 13 turns, depending on the quality of the gem used.
This process also creates a resonance field that provides the (imbued) effects of the gem to you while this effect lasts.

Matter is Energy

1/5

Effective talent level: 5.0Use mode: PassiveIs: a mind powerDescription: By carefully synchronizing your mind to the resonant frequencies of your psionic focus, you strengthen its effects.
For conventional weapons, this increases the percentage of your willpower and cunning that is used in place of strength and dexterity for all weapon attacks, from 60% to 100%.
For mindstars, this increases the chance to pull enemies to you by +40%.
For gems, this increases the bonus stats by 8.

Resonant Focus

5/5

Prodigies

Effective talent level: 1.0Use mode: PassiveDescription: You know how to protect yourself with the deepest shadows. As long as you stand on an unlit tile you gain 30 armour, 50% armour hardiness, and 20% evasion.
Any time you deal darkness damage, you will unlight both the target tile and yours.
Passively increases your stealth rating by 30.
The armor bonus scales with your Constitution.

Armour of Shadows

1/1

Effective talent level: 1.0Use mode: PassiveDescription: Each time that you make a melee attack you have a 50% chance to execute an additional unarmed strike.

Flexible Combat

1/1

Effects

talent

Arcane Feed

talent

Arcane Combat

talent

Infestation

talent

Chant of Fortress

talent

Striking Stance

talent

Elemental Discord

talent

Crystalline Focus

talent

Premonition

talent

Beyond the Flesh

beneficial effect

The creature has found a state of clarity and sees the world for what it is (+35% global speed).

Clarity

Quests

Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.
On your way out of the Dreadfell you were ambushed by a band of orcs.
They asked about the staff.

A mysterious staff

done

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.
You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.
You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there.
You have laid Celia to rest, putting an end to her gruesome experiments.

And now for a grave

done

After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.

Back and Back and Back to the Future

done

You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.
You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city.
You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor.
You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days.
Tannen revealed himself as the vile scum he really is and trapped you in his tower.

Back and there again

done

You have killed Ungolë in Ardhungol and saved the Sun Paladin.

Eight legs of wonder

done

You failed to protect the injured seer from death by Xanynne the forest troll.

Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)

failed

You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul.
As a reward you improved talent Premonition (+1 level(s)).

Escort: injured seer (level 2 of Ruins of Kor'Pul)

done

You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor.
As a reward you improved talent Staff Mastery (+1 level(s)).

Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)

done

You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell.
As a reward you improved talent Curse of Death (+1 level(s)).

Escort: lost defiler (level 3 of Dreadfell)

done

You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell.
As a reward you improved Cunning by +5.

Escort: lost defiler (level 7 of Dreadfell)

done

You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest.
As a reward you improved talent Chant of Fortress (+1 level(s)).

Escort: lost sun paladin (level 1 of Old Forest)

done

You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire.
As a reward you improved talent Chant of Fortress (+1 level(s)).

Escort: lost sun paladin (level 2 of Trollmire)

done

You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell.
As a reward you improved talent Vitality (+1 level(s)).

Escort: lost warrior (level 2 of Dreadfell)

done

You failed to protect the lost warrior from death by Let's tank.

Escort: lost warrior (level 6 of Dreadfell)

failed

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

Orcs were spotted with the staff you seek in an arid waste in the southern desert.
You should go investigate what is happening there.

Important news

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Wrathroot.* You have explored the Maze and vanquished the Minotaur.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge ice dragon that dwelled there.

Into the darkness

done

The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.
Find out if they are in any way linked to the lost staff.
But be careful -- even the Dwarves have not ventured in these old halls for many years.

Let's hunt some Orc

done

You found an ancient tome about gems.
You should bring it to the jeweler in the Gates of Morning.
Limmir told you to look for the Valley of the Moon in the southern mountains.

Lost Knowledge

done

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.* You used the key inside the ruins of Nur and found a way into the fortress of old.* The Weirdling Beast is dead, freeing the way into the fortress itself.* You have activated what seems to be a ... butler? with your rod of recall.* You have bound the transmogrification chest to the Fortress power system.* You have unlocked the training room.* You have unlocked the hall of reflections.* You have upgraded your rod of recall to transport you to the fortress.* You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal.

The fortress's current energy level is: 3743.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.
* You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there.
* You have slain Urkis. Return to Angolwen or Zigur for a reward.

Storming the city

done

You arrived through the farportal in a cave, probably in the Far East.
Upon arrival you met an Elf and an orc fighting.
You decided to side with the Elven lady.
Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.

Strange new world

done

You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope.Stire of Derth has completed an elixir of avoidance without your aid.You have aided Marus of Elvala in creating an elixir of mysticism.You have aided Agrimley the hermit in creating an elixir of focus.Ungrol of Last Hope has completed an elixir of brawn without your aid.Ungrol of Last Hope has completed an elixir of stoneskin without your aid.You have aided Ungrol of Last Hope in creating an elixir of foundations.

The Brotherhood of Alchemists

done

You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.
This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption!
Whatever their plan may be, they must be stopped at all cost.
The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time.
Honor their sacrifice; do not let the orcs finish their work!

You arrived in time and interrupted the ritual. The sorcerers have departed.
Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost.

The Doom of the World!

done

You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow...* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close.

The Impossible Castle

active

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

done

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
5 lumberjacks have died.

The beast within

done

You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power.
The defenders of Zigur were crushed, the Ziguranth scattered and weakened.
In the aftermath you turned against the Grand Corruptor and dispatched him.

The fall of Zigur

done

Investigate the bastions of the Pride.* You have destroyed Rak'shor.* You have destroyed Vor.* You have destroyed Grushnak.* You have destroyed Gorbat.

* All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news!

The many Prides of the Orcs

completed

You have been resurrected as an undead by some dark powers.
However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world.
You have found a very special cloak that will help you walk among the living without trouble.

The rotting stench of the dead

done

There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.

The wild wild east

done

Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.* You have found a Blood-Runed Athame.* You have found the Resonating Diamond.

There and back again

done

You have found a slavers' compound and entered it.

You decided to join the slavers and take part in their game. You won the ring of blood!

You decided you cannot let slavers continue their dirty work and destroyed them!

Till the Blood Runs Clear

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

Moonlight Ray:Puts all charms on 8 cooldownLevel 4.0Pwr.cost 8 out of 8/8.Range 10Travel.spd instantaneousIs a spellDescription: Focuses the power of the Moon into a beam of shadows, doing 320.08 damage.
The damage dealt will increase with your Spellpower.

Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.

Perfect Strike: (Instant)Puts all charms on 26 cooldownLevel 4.0Pwr.cost 26 out of 26/26.Range melee/personalTravel.spd instantaneousDescription: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns.

Bleeding Edge:Puts all charms on 20 cooldownLevel 4.0Pwr.cost 20 out of 20/20.Range melee/personalTravel.spd instantaneousDescription: Lashes at the target, doing 163% weapon damage.
If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%.

A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it.

Lightning Catcher

Main armor

The Untouchable (14 def, 12 armour) 9.0T3 light armor[Unique]Arcane

While equipped:Stats +8Cundps ----------
Apr +10----- def -----
Armour +12
Defense +14 (+3 eff.)When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken.

This rugged jacket is the subject of many a rural legend.
Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost.
All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said.

Track:Puts all charms on 15 cooldownLevel 2.0Pwr.cost 15 out of 15/15.Range melee/personalTravel.spd instantaneousDescription: Sense foes around you in a radius of 40 for 5 turns.
The radius will increase with your Cunning.

Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.

Inventory

When inscribed on your body:Level 0.0Use mode ActivatedRange 6Cooldown 14Travel.spd instantaneousUsage Speed Spell (100% of a turn)Is a spellDescription: Inflicts 616.92temporal damage. If your target survives, it will be sent 4 turns into the future.
It will also lower your paradox by 25 (if you have any).
Note that messing with the spacetime continuum may have unforeseen consequences.Inscribe your skin with the rune.

When inscribed on your body:Level 0.0Use mode ActivatedRange melee/personalCooldown 18Travel.spd instantaneousUsage Speed Spell (100% of a turn)Is a spellDescription: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4physical, 5darkness, 4blight, 5fire, 3mind, 3lightInscribe your skin with the rune.

Teleport:Level 4.0Pwr.cost 36 out of 36/36.Range 10Travel.spd instantaneousIs a spellDescription: Teleports you randomly within a large range (177).
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 16).
If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly.
Random teleports have a minimum range of 15.
The range will increase with your Spellpower.

You can feel this strange metallic hand wriggling around, it feels as if space distorts around it.

The Far-Hand

Orb of Many Ways 1.0
orb jewelry[Plot Item]Unknown

Activate a portal.Uses 10 power out of 30/30

The orb projects images of distant places, some that seem not to be of this world, switching rapidly.
If used near a portal, it could probably activate it.

Orb of Many Ways

Bloodcaller 0.1T4 ring jewelry[Unique]Psionic

While equipped:----- def -----
Fatigue -5%
Mind.save -7 (-2 eff.)You heal for 2.5% of the damage you deal.
Healing during current combat: 0.00

Attempt to inflict 107.64temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s).Uses 32 power out of 32/32

The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone.
In the case of opponents who weren't alone, he had to improvise.

This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened.

Stone Wall:Level 1.0Pwr.cost 60 out of 60/60.Range melee/personalTravel.spd instantaneousIs a spellDescription: Entomb yourself in a wall of stone for 7 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 141.72physical damage.
Duration and damage will improve with your Spellpower.

One of the ruby eyes of the legendary giant golem Atamathon.
It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer.

Atamathon's Lost Ruby Eye

Burning Star 1.0T3 white gem[Unique]Arcane

While carried:
Light +1Latent Damage Type: LightMap surroundings within range 20.Uses 30 power out of 30/30

The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it.
This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.

Retch:Puts all charms on 30 cooldownLevel 1.1Pwr.cost 30 out of 30/30.Range melee/personalTravel.spd instantaneousDescription: Vomit on the ground around you, healing any undead in the area and damaging anyone else.
Lasts 10 turns and deals 29blight damage or heals31 life.
Creatures standing in the retch also have 6% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect.
When you stand in your own retch your racial -20% global speed is cancelled.

Call light, dispelling darkness and lighting tiles in radius 20.(156 power, based on Willpower).Uses 10 power out of 15/15

A small crystal phial that captured Sunlight during the Summertide.

Summertide Phial

Automated Portable Extractor 0.0
power tinker[Plot Item]Steamtech

While carried:Melt all the items in the APE at once (also done automatically when you change level).Uses 0 power out of 1000/1000

The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes.
The metals are melted into lumps of ore to server for the creation of tinkers.
Any remains are melted and turned into valuable materials.

Automated Portable Extractor

Essence of Bearness 3.0
animal misc[Unique]Nature

Invoke your inner bearness.Uses 100 power out of 100/100

The very essence of bearness!

Essence of Bearness

Mummified Egg-sac of Ungolë 2.0
egg misc[Unique]Nature

While carried:---------- misc
Light -2Summon up to 2 spiders.Uses 80 power out of 100/100

Dry and dusty to the touch, it still seems to retain some shadow of life.

Earthquake:Level 4.0Pwr.cost 30 out of 30/30.Range 10Travel.spd instantaneousIs a spellDescription: Causes a violent earthquake that deals 79.00physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects.
The damage will increase with your Spellpower.

This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people.

Pick of Dwarven Emperors (dig speed 12 turns)

Dragon Orb (Orb of Command) 1.0
orb[Plot Item]Unknown

While carried:Stats +6CunUse the orb.Uses 1 power out of 1/1

This orb is warm to the touch.

Dragon Orb (Orb of Command)

Elemental Orb (Orb of Command) 1.0
orb[Plot Item]Unknown

While carried:Stats +6MagUse the orb.Uses 1 power out of 1/1

Flames swirl on the icy surface of this orb.

Elemental Orb (Orb of Command)

Orb of Destruction (Orb of Command) 1.0
orb[Plot Item]Unknown

While carried:Stats +6StrUse the orb.Uses 1 power out of 1/1

Visions of death and destruction fill your mind as you lift this orb.

Orb of Destruction (Orb of Command)

Orb of Undeath (Orb of Command) 1.0
orb[Plot Item]Unknown

While carried:Stats +6DexUse the orb.Uses 1 power out of 1/1

Dark visions fill your mind as you lift the orb. It is cold to the touch.

Orb of Undeath (Orb of Command)

Transmogrification Chest 2.0
sher'tul chest[Plot Item]Unknown

While carried:Transmogrify all the items in your chest at once (also done automatically when you change level).Uses 0 power out of 1000/1000

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Transmogrification Chest

Rod of Annulment (1/1) 2.0T2 rod charm[Unique]Arcane

Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5).Uses 30 power out of 30/30

You can feel magic draining out around this rod. Even nature itself seems affected.

Rod of Annulment (1/1)

Gwai's Burninator 2.0T3 rod charm[Unique]Arcane

Shoot a cone of flames (radius 5) for 712.64fire damage (based on Magic).Uses 50 power out of 75/75

Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell.

Gwai's Burninator

Rod of Recall (1/1) 2.0
rod charm[Plot Item]Unknown

Recall the user to the worldmap after 40 turns.Uses 202 power out of 400/400

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Rod of Spydric Poison (1/1) 2.0
rod charm[Unique]Nature

Shoot a bolt of spydric poison out to range 8, dealing 777.60nature damage (based on Magic) over 6 turns while rendering the target unable to move.Uses 25 power out of 25/25

Create a shield absorbing up to 338 damage on yourself and all friendly characters within 10 spaces for 4 turnsPuts all charms on 20 cooldown100% to heal for 73.
100% to increase the duration of 2 beneficial effects by 2.
100% to reduce fatigue by 35% for 2 turns.

Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.

A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace.

Forbidden Tome: "Home, Horrific Home"

It Which Writhes 0.0T3 tentacle weird[Legendary]Unknown

While equipped:Stats +3Str+3Dex+3Mag-3Wil+3ConFully Charged!

Reduce the duration of all detrimental effects.Uses 10 power out of 10/10
Activation is instant.

A tiny tentacle. It is rather cute and squishy.

Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.

It Which Writhes

Achievements

A View From The Gallery (Insane (Adventure) difficulty)Briefly lived as a lowly halfling during the time of the Sher'tuls.
By Let's tank the Ghoul Adventurer level 3239th Haze 122nd year of Ascendancy at 11:52see stats

A dangerous secret (Insane (Adventure) difficulty)Found the mysterious staff and told Last Hope about it.
By Let's tank the Ghoul Adventurer level 4058th Regrowth 123rd year of Ascendancy at 14:43see stats

A different point of view (Insane (Adventure) difficulty)Learned the five chapters of Orc history through loremaster Hadak's tales.
By Let's tank the Ghoul Adventurer level 5029th Haze 123rd year of Ascendancy at 02:59see stats

Against all odds (Insane (Adventure) difficulty)Killed Ukruk in the ambush.
By Let's tank the Ghoul Adventurer level 3951st Regrowth 123rd year of Ascendancy at 16:08see stats

Are you out of your mind?! (Insane (Adventure) difficulty)Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
By Let's tank the Ghoul Adventurer level 5012nd Haze 123rd year of Ascendancy at 23:28see stats

Back and there again (Insane (Adventure) difficulty)Opened a portal to the Far East from Maj'Eyal.
By Let's tank the Ghoul Adventurer level 5036th Dusk 123rd year of Ascendancy at 08:56see stats

Eye of the storm (Insane (Adventure) difficulty)Freed Derth from the onslaught of the mad Tempest, Urkis.
By Let's tank the Ghoul Adventurer level 5010th Dusk 123rd year of Ascendancy at 23:41see stats

Gem of the Moon (Insane (Adventure) difficulty)Completed the Master Jeweler quest with Limmir.
By Let's tank the Ghoul Adventurer level 5041st Regrowth 124th year of Ascendancy at 21:34see stats

Home sweet home (Insane (Adventure) difficulty)Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Let's tank the Ghoul Adventurer level 275th Haze 122nd year of Ascendancy at 23:46see stats

I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.
By Let's tank the Ghoul Adventurer level 5013rd Haze 123rd year of Ascendancy at 02:21see stats

Invasion from the Depths (Insane (Adventure) difficulty)Stopped a naga invasion by closing their portal.
By Let's tank the Ghoul Adventurer level 5011st Regrowth 124th year of Ascendancy at 14:59see stats

Level 10 (Insane (Adventure) difficulty)Got a character to level 10.
By Let's tank the Ghoul Adventurer level 101st Flare 122nd year of Ascendancy at 11:25see stats

Level 20 (Insane (Adventure) difficulty)Got a character to level 20.
By Let's tank the Ghoul Adventurer level 2066th Dusk 122nd year of Ascendancy at 15:59see stats

Level 30 (Insane (Adventure) difficulty)Got a character to level 30.
By Let's tank the Ghoul Adventurer level 3022nd Haze 122nd year of Ascendancy at 08:00see stats

Level 40 (Insane (Adventure) difficulty)Got a character to level 40.
By Let's tank the Ghoul Adventurer level 4053rd Regrowth 123rd year of Ascendancy at 17:21see stats

Level 50 (Insane (Adventure) difficulty)Got a character to level 50.
By Let's tank the Ghoul Adventurer level 507th Flare 123rd year of Ascendancy at 11:59see stats

Orcrist (Insane (Adventure) difficulty)Killed the leaders of the Orc Pride.
By Let's tank the Ghoul Adventurer level 5021st Regrowth 124th year of Ascendancy at 00:58see stats

Overpowered! (Insane (Adventure) difficulty)Did over 6000 damage in one attack.
By Let's tank the Ghoul Adventurer level 5070th Dusk 123rd year of Ascendancy at 15:09see stats

Race through fire (Insane (Adventure) difficulty)Raced through the fires of the Charred Scar to stop the Sorcerers.
By Let's tank the Ghoul Adventurer level 505th Haze 123rd year of Ascendancy at 14:59see stats

Rescuer of the lost (Insane (Adventure) difficulty)Rescued the merchant from the assassin lord.
By Let's tank the Ghoul Adventurer level 1957th Dusk 122nd year of Ascendancy at 20:39see stats

Shasshhiy'Kaish (Insane (Adventure) difficulty)Killed Shasshhiy'Kaish after letting her grow as powerful as possible.
By Let's tank the Ghoul Adventurer level 3035th Haze 122nd year of Ascendancy at 23:11see stats

Size is everything (Insane (Adventure) difficulty)Did over 1500 damage in one attack.
By Let's tank the Ghoul Adventurer level 4735th Pyre 123rd year of Ascendancy at 08:02see stats

The Legend of Garkul (Insane (Adventure) difficulty)Learned the five chapters of the Legend of Garkul.
By Let's tank the Ghoul Adventurer level 5069th Dusk 123rd year of Ascendancy at 11:43see stats

The Restless Dead (Insane (Adventure) difficulty)Disturbed an old battlefield and survived the consequences.
By Let's tank the Ghoul Adventurer level 3953rd Regrowth 123rd year of Ascendancy at 12:51see stats

The bigger the better! (Insane (Adventure) difficulty)Did over 3000 damage in one attack.
By Let's tank the Ghoul Adventurer level 5018th Dusk 123rd year of Ascendancy at 05:35see stats

The secret city (Insane (Adventure) difficulty)Discovered the truth about mages.
By Let's tank the Ghoul Adventurer level 1327th Dusk 122nd year of Ascendancy at 05:10see stats

The sky is falling! (Insane (Adventure) difficulty)Saw a huge meteor falling from the sky.
By Let's tank the Ghoul Adventurer level 3239th Haze 122nd year of Ascendancy at 13:17see stats

There and back again (Insane (Adventure) difficulty)Opened a portal to Maj'Eyal from the Far East.
By Let's tank the Ghoul Adventurer level 4758th Pyre 123rd year of Ascendancy at 11:31see stats

Vampire crusher (Insane (Adventure) difficulty)Destroyed the Master in its lair of the Dreadfell.
By Let's tank the Ghoul Adventurer level 3851st Regrowth 123rd year of Ascendancy at 00:26see stats

Well trained (Insane (Adventure) difficulty)Deal one million damage to training dummies in a single training session.
By Let's tank the Ghoul Adventurer level 5070th Dusk 123rd year of Ascendancy at 10:41see stats

You were not supposed to see that! (Insane (Adventure) difficulty)Read a Forbidden Tome.
By Let's tank the Ghoul Adventurer level 4472nd Regrowth 123rd year of Ascendancy at 03:36see stats